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Monday, February 26, 2018

Kickstarter - Far Away Land Tabletop Role-Playing Game

I'm a huge fan of Far Away Land. It has simple yet satisfying mechanics and amazing depth to its setting and flavor. The art? To die for.

Its the only game without direct roots to D&D that I've run since returning to gaming 10 years ago. Of, and the roots might not be direct to D&D, but the indirect roots are certainly there ;)

Back this Kickstarter. You won't be sorry if you do, but you will probably be disappointed with yourself if you don't...

What Makes Far Away Land Unique?

Far Away Land (FAL) is a rules-lite fantasy science fiction weird gonzo lighthearted setting that incorporates simple mechanics, colorful artwork, and pop culture into a unique tabletop rpg with an old school feel.

The Setting of the FAL Universe

FAL is quirky, lighthearted, and highly imaginative. The color artwork, although sometimes humorous, hides a dark and malevolent world. While there are some classic fantasy tropes, much of it is unique and specific to FAL. For example, Soracans are giant floating construct heads that shoot lazers and speak dubstep. Angry telepathic nuns riding grizzly bears battle interdimensional Abraham Lincoln clones. A race of symbiotic sideburn sporting, jumpsuit wearing humanoids soar into battle atop giant three-eyed birds. Wizards and necromancers seek power and knowledge. Heroes try not to die. Villains are evil. Far Away Land is a world twisted by an ancient war. The effects of that old war and the portals it opened continue to shape the world.

FAL Game Mechanics

FAL uses a simple d6 mechanic. Players roll a handful of dice and take the high roll. That roll is then compared to target numbers or opposed rolls to resolve conflicts. The core of the game is basic and optional rules allow the core mechanics to be expanded as GMs and players see fit. Character creation takes only a few minutes. Combat is brutal and death is always on the horizon.

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Why "Swords & Wizardry?"

Believe me when I say I have them all in dead tree format. I have OSRIC in full size, trade paperback and the Player's Guide. I have LL and the AEC (and somewhere OEC, but I can't find it at the moment). Obviously I have Basic Fantasy RPG. Actually, I have the whole available line in print. Way too much Castles & Crusades. We all know my love for the DCC RPG. I even have Dark Dungeons in print, the Delving Deeper boxed set, Astonishing Swordsmen & Sorcerers of Hyperborea (thank you Kickstarter) (edit) BOTH editions of LotFP's Weird Fantasy and will soon have some dead tree copies of the Greyhawk Grognards Adventures Dark & Deep shipping shortly in my grubby hands awaiting a review..

I am so deep in the OSR when I come up for breath it's for the OSR's cousin, Tunnels & Trolls (and still waiting on dT&T to ship).

So, out of all that, why Swords & Wizardry? Why, when I have been running a AD&D 1e / OSRIC campaign in Rappan Athuk am I using Swords & Wizardry and it's variant, Crypts & Things, for the second campaign? (Actually, now running a S&W Complete campaign, soon to be with multiple groups)

Because the shit works.

It's easy for lapsed gamers to pick up and feel like they haven't lost a step. I can house rule it and it doesn't break. It plays so close to the AD&D of my youth and college years (S&W Complete especially) that it continually surprises me. Just much less rules hopping than I remember. (my God but I can run it nearly without the book)

I grab and pick and steal from just about all OSR and Original resources. They seem to fit into S&W with little fuss. It may be the same with LL and the rest, but for me the ease of use fit's my expectations with S&W.

Even the single saving throw. That took me longer to adjust to, but even that seems like a natural to me now. Don't ask me why, it just does. Maybe it's the simplicity of it. At 45 48, simplicity and flexibility while remaining true to the feel of the original is an OSR hat trick for me ;)

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